Welcome!
OpenCAGE is a free, open-source modding toolkit for Alien: Isolation. CAGE, the Creative Assembly Game Editor the game was made with, was never released to the public — OpenCAGE brings back much of what it could do, through years of reverse engineering.
Explore every level in a 3D Viewport, edit the game's node-based scripts or write your own, import models, materials, textures and animations, and build brand new levels from scratch. With Live Link, your edits appear in the running game as you make them — and when you're done, package it all up as a mod anyone can install.
New here? Grab OpenCAGE from Steam, then start with the Scripting Introduction — every tool has its own guide in the sections below, and the ? in a window's title bar opens its guide. Join the Discord for tips from the community, and to show off what you're working on. If OpenCAGE crashes, Help → Open Logs Folder has the crash log to attach when you report it (Help → Report Bug).
Just want to play mods other people have made? See Installing Mods — no modding knowledge needed.
Just want to play with mods? The Mod Manager installs them for you, lets you use lots of them at once, and takes them out again whenever you like. Made something yourself? Turn it into a mod anyone can install.
Start here if you're new to OpenCAGE — how Cathode scripting and the script editor work, the Viewport and Options, multiple game installs, and taking backups before you experiment.
Try your changes out in Alien: Isolation — boot straight into a level, edit it while it runs with Live Link, put debug text on screen to see what your scripts are doing, and open the in-game Debug Menu to look inside the running level.
Rebuild a level after changing its geometry, port composites between levels, make new levels from scratch, or have an AI assistant build them for you.
Dedicated editors for function entities that need more than the node graph — timelines, trigger sequences, bindings, and character accessory sets.
Tools for editing engine configurations, skybox stars, material remaps, character AI trees, and the game's on-screen text.
Editors for level and game resources — meshes, collision and physics, UI.PAK, materials, textures, animation clips and trees, blend sets, and sound.
Deep-dive catalogues for scripting APIs, AI behaviour tree nodes, and animation tree nodes.
